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Made in au
Adolescent Youth with Potential




ha all, just started Space Marines: Dark Angels and would like some tips on how to fight orks?

There are three ork armys where I am now playing and they almost look the same with
3-4 squads of 20-30 shoots and slugger boy squads and 7-10 looter boy squads.

How do I get through all that???

6000+ pts dark angel
2000 pts Imperial guard
2500 pts Eldar
2500 pts CSM
2000 pts CSM Nurgle
2000 pts CSM Noise marine
1500 pts Orks
1500 pts ork
1500 pts ork  
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Dark Angels have an uphill battle against orks because they have less versatile units than codex space marines, and their units also average 10-20 points more expensive for a full unit with the same equipment.

That being said, I'd try to work in at least one whilrwind, a land raider crusader for the whirlwind to hide from the lootas, and as many heavy flamers as you can fit on dreads and speeders.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
1st Lieutenant







Hmm, outflanking ravenwing bikers with flamers to hit the lootas? - remember there's only a few of them so less wounds needed to make them run.

As for the big mobs, well, use mobility to your advantage, concentrate on one, whilst not allowing the other to bear down on you, then move onto the next one.

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Made in us
Junior Officer with Laspistol






The eye of terror.

Reaver83 wrote:Hmm, outflanking ravenwing bikers with flamers to hit the lootas? - remember there's only a few of them so less wounds needed to make them run.

As for the big mobs, well, use mobility to your advantage, concentrate on one, whilst not allowing the other to bear down on you, then move onto the next one.


If lootas are a priority target this is the worst way to try to deal with them.

A whirlwind can pin them or break them on turn one with a little bit of luck.

Outflanking bikers will only be able to hit those lootas on turn 2 IF they make their reserves roll, IF they come on the correct side of the table, and IF the ork player actually sets them up within 15-16" of a table edge to be vulnerable to the flamers.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

You need firepower, mobility, and numbers, in this order.
Mount the Tacticals into Rhinos and concentrate killing mob by mob.
Whirlwinds and Vindicators can support the Tacticals, while Landraiders are hard to kill by Orks.
How about an army list?

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Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

A landraider full of CC terminators would be ideal. First you tank shock at one of the mob's corners. Try to stop with the landraider in the mob, with a little clearance on the front. Disembark your squad and charge the orks. Ideally, you don't want to be able to reach more than one ork. That's all it takes to annihilate the mob.

The Orks' react move will be seriously hampered by the unengaged Landraider. They will not be able to move within an inch of its hull, nor can they cross their own units. This should create a roadblock that prevents too many of them from reaching you. Any wounds that you do cause, especially to a large mob, will force fearless saves. The Orks will not make these, and will dwindle rapidly. With any luck at all, you can even aim for the side away from the Nob and avoid those pesky powerklaw attacks.If he can't reach you in 2 rounds, that mob should be dead.

Klawz-Ramming is a subset of citrus fruit?
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Wolf Guard Bodyguard in Terminator Armor







Gitzbitah wrote:A landraider full of CC terminators would be ideal. First you tank shock at one of the mob's corners. Try to stop with the landraider in the mob, with a little clearance on the front. Disembark your squad and charge the orks. Ideally, you don't want to be able to reach more than one ork. That's all it takes to annihilate the mob.

The Orks' react move will be seriously hampered by the unengaged Landraider. They will not be able to move within an inch of its hull, nor can they cross their own units. This should create a roadblock that prevents too many of them from reaching you. Any wounds that you do cause, especially to a large mob, will force fearless saves. The Orks will not make these, and will dwindle rapidly. With any luck at all, you can even aim for the side away from the Nob and avoid those pesky powerklaw attacks.If he can't reach you in 2 rounds, that mob should be dead.


this sounds so effective that its downright dirty

i like it

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
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Longtime Dakkanaut





Take a Predator Destructor (autocannon, heavy bolters). Park it in front of a Whirlwind. Now you have AV 13 facing the enemy, and if he's in the front arc of the WW shooting at it, you have a 3+ cover save. And both can sit back and shoot all day.

Or pack the WW behind a LR, which may totally deny LOS.

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Annoyed Blood Angel Devastator







mass fire power and being able to outmanouver them is a start, alot of rapid fire weapons and blast templates can whittle them down quite alot, also try to use terrain to your advantage

Death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of terra and gazed up into the starry night.

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Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

The clue to taking out footsloggers, as has been mentioned, is to shoot them before they reach HtH with you.

I prefer whirlwinds over Vindicators because the range is better.

Take flamers, Ordnance and blast weapons as much as possible.

Stay away from LR's from the most part (maybe 1 for your termie assault squads). For the base cost of ONE LR, you can get TWO Whirlwinds with Dozer, Extra Armor, pintle pounted S-Bolter AND an HK.

If you use Bike squads (deployed, not reserve) and turbo boost them, the lootas are going to have to choose between fiing at them or the whirlwinds. Whichever they choose, the other should light them up in the following turn.
Give your opponents juicier and more prevalent units for his mobs to try to assault than the bikes. Try to draw him away from the bikes.



If you have Deep Strikers, try to get close to the Loota Squads.
Shoot 'em to pieces and they'll have tp choose to shoot at your DS units or (hopefully) get assaulted by them.

BTW, when you said "7-10 looter boy squads," you DID mean that the squads had 7-10 Lootas per unit and not that they were trying to use that many separate squads. Right? Please?
In that case, 2 or 3 wounds on lootas will usually make them run like girls. Well... Maybe not USUALLY, but often enough that you'll get to laugh at them often. : )


Eric

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Mutilatin' Mad Dok






Cherry Hill, NJ

@Demogurg, how often do you get the opportunity to charge an isolated unit of orks in the manner you have described? I mean a hoard of orks pretty much covers the board completely, so how do you deal with the countercharge?

As for the op, Im not familiar with the DA codex, but template weapons are the bane of my ork army. That and deep striking terminators.



 
   
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Rampaging Carnifex





Los Angeles, CA

Ok Ive been playing Dark Angels for about 8 years now, they are basically the original Tau. Sit back and shoot marines, that ORIGINALLY were the only SM to have access to plasma cannons and plasma guns at cheap prices. My suggestion would be this, do what people have said, except I would have 2 whirlwinds for poss. multiple barrages, if you get lucky with these, you could kill 50-70% of a mob in one barrage, then just plant the rest of your army to screen the WW and sit back and shoot. No matter how fast orks are, their vehicles are paper, and they dont have fleet, so in general, they are no faster than imperial guard. I like that they dropped predator costs, and I would just put your tac squads with heavy bolter/ flamer in 36 inch range to the lootas and you shouldnt have a problem. with clever planning, 2 tac squads and 2 whirlwinds could deal with 60 orks relatively quickly.

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Hellacious Havoc




Edmonton area, Canada

Coming from an Ork player: Land Raiders. Doesn't matter what kind, AV 14 will be very hard for Orks to kill. Especially at range because of BS 2 and they only have zzap guns and SAG to pen which have random S anyways.

This message was edited 1 time. Last update was at 2009/03/14 04:39:26




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Nasty Nob on Warbike with Klaw





St. Louis, MO

Masaioh wrote:Coming from an Ork player: Land Raiders. Doesn't matter what kind, AV 14 will be very hard for Orks to kill. Especially at range because of BS 2 and they only have zzap guns and SAG to pen which have random S anyways.


Fighting Orks... especially Horde... is about more than what Orks can't hurt... You also need things that can take them out in DROVES.
Two TL Lascannons & a couple other weapons aren't going to do a lot.

Now, a new redeemer could do a lot, if he got centered onto the front of a huge unit... But you're better off with the 2 Whirlwinds, for the cost.

Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in au
Adolescent Youth with Potential




Hi all, thanks for the idears this is the list Im trying to play.

HQ:
Interrogator-Chaplain in terminator armour 140pts
5x terminators, 4x pair of lightning claws, 1x thunderhammer/ storm shield 215pts
Landraider Crusader, Extra armour, pintle-mounted Storm bolter 270pts

Troops:
10x marines 1x flamer, 1x Missile Launcher,
Serg with PW/BP,
In a Rhino, Pintle-mounted Storm bolter 235pts

10x marines 1x meltagun, 1x Missile Launcher,
Serg with CCW/BP,
In a Rhino, Pintle-mounted Storm bolter 225pts

10x marines 1x Plasmagun, 1x Lascannon,
Serg with PF/BP,
In a Rhino, Pintle-mounted Storm bolter 255pts

Fast Attack:
10x Assault marines,
Serg with PW/BP,
removed jump packs, put in a Drop pod 250pts

Heavy Support:
Predator with TLLC turret, HB side sponsons, extra armour 145pts

Total 1750pts

that is the list that Im trying to play at the moment
your thoughts please

This message was edited 1 time. Last update was at 2009/03/16 01:14:59


6000+ pts dark angel
2000 pts Imperial guard
2500 pts Eldar
2500 pts CSM
2000 pts CSM Nurgle
2000 pts CSM Noise marine
1500 pts Orks
1500 pts ork
1500 pts ork  
   
Made in gb
Drop Trooper with Demo Charge




South Wales

well, if you were against my orks, i would be in deep deep trouble, the armies that ive lost to have actually been SM, CSM and tau, so, SM are essentailly DA, looks verrrry good, put it into action and those orks wont know whats hit them but, sont be too harsh, orks should live so as to kill more stuff and Grotz

hope that was usefull.

oscar.

1500 Points Catachan
1500 Points AdMech
2000 Points Imperial Fists

4000 Points mixed Order Grand Alliance

Elven Union BB Team

 
   
Made in us
Dominar






Get rid of the lascannons and plasmaguns. You're denying a 6 point boy an armor save he won't use. Worthless. Get rid of extra armor on vehicles. They're not going to be moving so it's worthless. Get rid of the Thunderhammer/SS termie. You're going to want to kill those Boyz before they get to swing.
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Why extra armor on a pred? It's 15 points and being stunned isn't much worse than shaken since it's a firepower tank.

Also, you have extra armor on your crusader. Doesn't the DA version of POTMS allow you to move 12" even if stunned? Toss it.

Extra armor is generally not worth it in 5th ed, but on these two tanks it's especially not worth it.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Killing orks is easy. Killing all of them is what's hard.

The best answer is simply land raiders and templates. Orks have trouble against AV14, and they hate templates.
   
Made in us
Been Around the Block




First is your opponent fielding trucks? Trucks allow orks to be very fast. Whirlwinds are nice but even though the trucks are open topped in 5th ed. you still need to crush the truck then get to the orks inside (1-2 turns min). First turn that truck is gonna move 12-18", or he will move 12" get out for his 2" then run or assault for another 1-6". I run my Razorbacks or rhinos out infront to block incoming trucks, normally the Twin linked bolter is enough to pop a incoming truck and make the boys walk. The answer to the lootas is a fast unit: Assault marines, attack bikes, speeders. that can close (turboboost, or the speeders 24" move for obscurement is nice for this) and engage atleast 2nd turn. The rest is playing keepaway from those smelly, furious charging, powerclaw wielding morons while pumping rounds and templates into them.
   
Made in jp
Regular Dakkanaut




Bait a trap.

Sit back for a bit and pound away with the crusader, pred and missle launchers. Aim for anything fast moving as priority A1. Don't worry too much about the lootaz but if you can snipe at them and try and force a LD test. Try and whittle the mobz down a little bit so that they're all under 20.

Hide the crusader and the assault squad so that both are within 18" of a "bait" rhino. Keep the other 2 rhinos roughly 18" away too and again hidden if you can but put this rhino out smack dab in the centre of the field. Your opponent will likely move towards this rhino, shoot the contents and charge it. Within any luck he will have 3 or 4 squads all suddenly within 18" of you. Use the crusader to speed forth and disgorge termie at 1 squad, use the assault squad to charge another and use the oither 2 rhinos to move up and double tap/flamer a 3rd squad. The fastest way to kill off orks is to charge them with a decent cc squad. With any luck after this round of combat he has 3 crippled mobz and only 1 unit left to counter-charge with. Once the other mobz dissipate (and they will) throw whatever is left at that one unit and then go glear up his backfield.

   
Made in au
Adolescent Youth with Potential




This is a new list, it is very much the same thing, but a little different.

HQ:
Company Master: Pair of Lighting claws, Melta booms 135pts
Interrogator-Chaplain: power armour 120pts

Elites:
Company Vets: 5 Vets, 5x Bolt pistols, 5x Power weapons 175pts

Troops:
Tactical squad: 10 marines Missile Launcher, Rhino, serg: Power weapon 225pts
Tactical squad: 10 marines Missile Launcher, Rhino, serg: Power weapon 225pts
Tactical squad: 10 marines Heavy Bolter, Rhino, serg: Power weapon 225pts

Fast Attack:
Assault squad: 10 marines, serg: plasma pistol, power weapon, drop pod 265pts

Heavy Support:
Landraider Crusader 250pts
Predator: Twin-linked Lascannon, Heavy Bolters 130pts

Total 1750 strait

I have won some games with this list but not against one ork army

6000+ pts dark angel
2000 pts Imperial guard
2500 pts Eldar
2500 pts CSM
2000 pts CSM Nurgle
2000 pts CSM Noise marine
1500 pts Orks
1500 pts ork
1500 pts ork  
   
Made in us
Deacon






Tipp City

Here is the bane of my existence as a horde player and my initial tactic as a SM player. Drop assault an Ironclad turn 1 right into his stuff the only thing you'll have to worry about is PKs and rokkits.

I do it more towards the lootas block line of sight and hit with the Heavy flamer. They'll be running and then the horde has to decide go back and fight a dred or move forward and have the dred chase you.

I've had to run DeffKoptas and more lootas just to deal with dreads in my stuff.

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Made in ca
Decrepit Dakkanaut





HQ
Interrogator-Chaplain
w/Terminator Armour, Combi-Flamethrower

Command Squad
w/All with Chainswords, Two Flamethrowers, Sacred Standard

Elites
Deathwing Terminator Squad
w/4 pairs of Lightening Claws, Heavy Flamethrower & Chainfist

Troops
Tactical Squad Gamaliel
1 Sergeant
w/Melta Bombs
4 Space Marines
w/1 Flamethrower
1 Razorback
w/Extra Armour

Tactical Squad Uziel
1 Sergeant
w/Melta Bombs
4 Space Marines
w/1 Flamethrower
1 Razorback
w/Extra Armour

Tactical Squad Ramiel
1 Sergeant
w/Melta Bombs
4 Space Marines
w/1 Flamethrower
1 Razorback
w/Extra Armour

Tactical Squad Gamaliel
1 Sergeant
w/Melta Bombs
4 Space Marines
w/1 Flamethrower
1 Razorback
w/Extra Armour

Fast Attack
Assault Squad Mordechai
1 Veteran Sergean
w/Powerfist, Combat Shield, Meltabombs
9 Space Marines

Heavy Support
Land Raider
w/Extra Armour

Whirlwind
w/Extra Armour

Whirlwind
w/Extra Armour

Okay, the idea is this:

Sit back and shoot for the first few turns. Nothing quite like massed twin-linked Heavy Bolters followed by large blasts. Remember to use Incendiaries if your opponent tries to bring cover. Concentrate on knocking one unit out at a time

The Lander Raider's Lascannons will handle the long ranged anti-tank duty if there's any Battlewagons that need their faces booted in.

The Deathwing are Fearless, so use Deathwing Assault to drop them and the Chaplain in the thick of it to exterminate any long ranged shooting the Orks may have, particularly Lootas.

Work the Assault Squad up a flank.

Once Ork mobility and firepower have been destroyed or suppressed, drive right up close, dismount, and unleash templates and bolters. Keep your squads close to the Command Squad, as their Sacred Standard will make your squads Fearless.

Use your assault squad to mop up survivors, or units that have managed to engage your other squads. If the Deathwing survive past the second turn, use them to hunt down any Nobs that might be lurking around.
   
Made in us
Adolescent Youth on Ultramar




New Orleans, LA

I don't really have any over the top tactics besides these:
Keep a good distance between you and them. If at all possible, charge them before they can charge you, because the lose a lot of their close range firepower that way. Also, you can use Dreadnoughts to tie up a mob or two in close combat, and since they don't retreat, and Orks really don't have many weapons that can hurt them, you can tie up a large portion of their force while you hurt the rest.

Heresy Grows From Idleness 
   
 
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